XCOM 2
Everyone Gets Hunker Down WOTC
49 Comments
Lebowskichild Aug 9 @ 1:19pm 
Thank you for the reply @Juravis. I appreciate your time.
Juravis  [author] Aug 9 @ 11:24am 
Dont do it in tactical also
Juravis  [author] Aug 9 @ 11:24am 
Yes but youll get an annoying message
Lebowskichild Aug 9 @ 3:03am 
Hi @Juravis.

Would this mod be safe to remove mid campaign, as I would like to switch to another mod that does a similar thing but automates adding hunker to enemies, and also adds some simple A.I. to allow those units to use hunker without a separate A.I. mod being necessary.
Gunter McGunt Aug 29, 2022 @ 11:39pm 
Don't think this words with LWOTC
ssomchay85 Apr 18, 2020 @ 10:49am 
Its missing Arnold's yelling GEHT DOHWN!
Juravis  [author] Mar 5, 2020 @ 7:22pm 
"NestCentral" (Bradford) has been patched.
MrMister Feb 26, 2020 @ 12:05pm 
Golden oportunity to use a thumbnail of him looking at the icon and saying "What is this alien sorcery" for the mod.
Juravis  [author] Feb 26, 2020 @ 10:47am 
Wow i thought hed have it by default. Gonna try and put that in!
MrMister Feb 26, 2020 @ 6:02am 
You know who still can't hunker down?

Bradford.

Got a purifier on the Alien Nest mission and he couldn't put out his own fire.
Lebowskichild Jun 28, 2019 @ 2:38pm 
Thank you for your gracious help my good sir.
Juravis  [author] Jun 28, 2019 @ 2:36pm 
Editing AI is hard, i dont think you could just patch it in easily. But if you look inside my AI mods, do a search for HunkerDown inside XCOMAI.INI youll see the anti burning routine. Its only executed if it would kill the unit usually as anything else than hunkering is better. If they do it while not dying they only do it in groups.
Lebowskichild Jun 28, 2019 @ 2:34pm 
So it's possible, woo!

I don't suppose you could point me in the direction of the code which I could add to other mods to get the same effect.

I love so many of your mods however the incompatibility with other mods means using your AI overhaul mods a no go for me. :(
Juravis  [author] Jun 28, 2019 @ 1:50pm 
My ai mods have fire hunker removal checks when it makes sense
Lebowskichild Jun 28, 2019 @ 12:32pm 
@ADVENT Avenger, could you tell me if you would happen to know if it is possible to code in that enemies would hunker (if the unit can take cover, of course) if they are set on fire.

This would make fire a more palatable weapon to use not only for DOT but as a way to make enemies effectively waste a turn.
yes_commander Jan 24, 2019 @ 12:31pm 
Burning is still really potent, even if enemies put themselves out occasionally. This mod can make a specific encounter run a bit less predictably than you may be accustomed to, especially if you were relying primarily on fire effects, but it just changes the dynamics of how an encounter plays out, doesn't negate the significance of dragon rounds/fire bombs/flamethrowers/etc. You can definitely still strategize with fire usage and get a lot of mileage out of it, especially if you also use Burning Disables Shooting.
Juravis  [author] Jan 24, 2019 @ 10:29am 
In what sense, makes it too easy or useless?
Rtma Eros Paragon Jan 24, 2019 @ 3:47am 
Wouldn't this kinda trivialize burning them?
yes_commander Dec 6, 2018 @ 1:34pm 
Alternative option for if I run into this same thing again in the future: Is there a console command to remove status effects mid-battle?
Dragon32 Dec 6, 2018 @ 10:41am 
@yes_commander:
A Better AI has behaviours for hunkering (specifically mentioning ADVENT Avenger's mod) so I bet A Better ADVENT does too.
Juravis  [author] Dec 6, 2018 @ 8:31am 
Oh no those do have it i believe. But even then double agents are controllable so just this will work.
yes_commander Dec 5, 2018 @ 11:05pm 
Okay. I'll check your AI mods for sure. My primary concern at the moment is with a specific situation where I have an ABA unit on my squad (Double Agent), it's burning, and I just don't get the hunker option.
Juravis  [author] Dec 5, 2018 @ 11:03pm 
Its going to give them the ability but they won't use it without AI mods.
yes_commander Dec 5, 2018 @ 11:00pm 
@ADVENT Avenger
If I figure out the proper names of ABA units and add them to the allowed unit list in your ini, will that allow them to hunker? And would the same go for Bio units, etc? I assume so, I mean, it seems pretty clear, but I wanted to ask before attempting any changes.
Dragon32 Nov 17, 2018 @ 9:56am 
Oh! Comprende. Thought it was for everyone . Phew.
Juravis  [author] Nov 17, 2018 @ 9:07am 
For aliens. Which none of them have.
Dragon32 Nov 17, 2018 @ 9:00am 
Just to clarify: the T-Pose fix completely breaks the Deep Cover perk?
Juravis  [author] Nov 15, 2018 @ 9:49pm 
T-Pose is fixed, but at the cost of not being able to user DeepCover ever again (which is not even in my mods, it's 99.999999% fixed).
Juravis  [author] Nov 15, 2018 @ 8:52pm 
Just saw a Andromedon T Pose, trying to fix it. Not sure ill succeed this is outside my technical knowledge (animsets). I quickfixed it by calling the effect a different name, but i'm scared it won't allow aliens from benefiting from Hunker Down enhancing abilities sadly.
Gleen Cross Oct 31, 2018 @ 10:02am 
Weird... anyway, it happened once. I am using your other AI mods, they seem to work fine, but it's rare to see aliens using supression, even more the hunker down.
Juravis  [author] Oct 31, 2018 @ 9:33am 
I havent experienced that, i put special code and aliens use the idle animation i cant reproduce your case
Gleen Cross Oct 31, 2018 @ 7:11am 
I had a T-pose bug using this mod, happened with the Muton. I have to download something else to fix that or there's no way to fix it?
IOException Oct 30, 2018 @ 8:05am 
Good to know!
Juravis  [author] Oct 29, 2018 @ 12:48pm 
Its included. I didnt change hunker i just gave it to advent and aliens. And i saw them use it to remove burning
IOException Oct 29, 2018 @ 11:00am 
AA, i like to play with Charmed's "Burning Disables Shooting" mod... Any chance you could update your hunker with a "Stop, Drop, and Roll" function?
Vaeringjar Oct 18, 2018 @ 11:42pm 
what do you mean with multiple civ shootings? That mod is not in the list of my used ones, yet every inactive pod takes 1 shot vs civies per turn, isn't this normal?
Dragon32 Oct 18, 2018 @ 9:44am 
Woo! Count me excited then :)
Juravis  [author] Oct 18, 2018 @ 9:33am 
Im working on something better. I think it was the cause of multi civ shootings per round.
Dragon32 Oct 18, 2018 @ 9:28am 
Hey AA, sorry for spamming here but I noticed that your "Disable Executionar AI" mod has been removed from the Workshop. Wondering if that was a temporary thing or unintentional or..?
Juravis  [author] Oct 18, 2018 @ 7:32am 
Yes
AaronOnMoon Oct 18, 2018 @ 1:13am 
Does this work with A Better ADVENT?
Vaeringjar Oct 18, 2018 @ 12:59am 
mutons get a T-pose when hunkered down?
Viper Oct 17, 2018 @ 11:04am 
Thank you very much. This is nice for when you have Double Agent active
LeoArcticaa Oct 17, 2018 @ 7:52am 
Fair enough, thanks anyway :P
Juravis  [author] Oct 17, 2018 @ 6:47am 
I cant without a major retool. This is a quick and easy fix.
LeoArcticaa Oct 17, 2018 @ 4:34am 
Ty, my alien allies can at least defend themselves XD

Also you could use the panic animations the aliens have, that makes them look like they are hunkered down.
Abdulla Babulla Oct 17, 2018 @ 3:40am 
@jweller12 It works in the sense that they're compatible and you should be able to run both of these mods without the game crashing.
But as it is stated in the description: unless you have mod that alters enemy AI, they are just going to run around until they burn to death.
V fvr VvWvL Oct 17, 2018 @ 2:11am 
Nice little addition. Your AI mods are unbeatable my dude!
jweller12 Oct 17, 2018 @ 1:02am